Mercurial > repos > IBBoard.WarFoundry.API
view API/Objects/Requirement/UnitRequiresNoMoreThanNOfUnitTypeRequirement.cs @ 427:3882b533d99d
Re #27: Define unit requirements
* Add ID to requirements so that it isn't just defined in factories
* Make factory use ID from requirement class to avoid duplication and possible mismatch
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Sun, 30 Oct 2011 20:31:43 +0000 |
parents | 71fceea2725b |
children | dace3b7779ca |
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// This file (UnitRequiresAtLeastNUnitsRequirement.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2011 IBBoard // // The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license. using System; using System.Collections.Generic; using IBBoard.WarFoundry.API.Objects; namespace IBBoard.WarFoundry.API.Objects.Requirement { /// <summary> /// A requirement where a UnitType can only be taken if there are no more than N units of one or more unit in an army. /// </summary> public class UnitRequiresNoMoreThanNOfUnitTypeRequirement : RequiresNoMoreThanNOfUnitTypeRequirement { private UnitType requirementOnType; public UnitRequiresNoMoreThanNOfUnitTypeRequirement(UnitType requirementOn) : base() { requirementOnType = requirementOn; FailureStringPrefix = "Army contains " + requirementOn.Name + " and so cannot contain more than: "; } /// <summary> /// Checks whether the supplied WarFoundryObject can be added to the supplied army. /// </summary> /// <returns> /// A <code>Validation</code> enum to show the result of the validation /// </returns> /// <param name='wfObject'> /// The object that we want to add. This may be involved in the check, or it may not affect the evaluation of the requirement /// </param> /// <param name='toArmy'> /// The army to add the object to. /// </param> public override Validation AllowsAdding(WarFoundryObject wfObject, Army toArmy) { return IsApplicable(wfObject, toArmy) ? base.AllowsAdding(wfObject, toArmy) : Validation.NotApplicable; } protected override bool IsApplicable(WarFoundryObject toObject, Army toArmy) { return IsApplicable(toArmy) || IsApplicable(toObject); } protected override bool IsApplicable(Army toArmy) { return toArmy.GetUnitTypeCount(requirementOnType) > 0; } protected override bool IsApplicable(WarFoundryObject toObject) { return requirementOnType.Equals(toObject) || (toObject is Unit && requirementOnType.Equals(((Unit)toObject).UnitType)); } } }